首页 > 最新文献

2013 IEEE Conference on Computational Inteligence in Games (CIG)最新文献

英文 中文
QL-BT: Enhancing behaviour tree design and implementation with Q-learning QL-BT:用Q-learning增强行为树的设计和实现
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633623
Rahul Dey, Christopher Child
Artificial intelligence has become an increasingly important aspect of computer game technology, as designers attempt to deliver engaging experiences for players by creating characters with behavioural realism to match advances in graphics and physics. Recently, behaviour trees have come to the forefront of games AI technology, providing a more intuitive approach than previous techniques such as hierarchical state machines, which often required complex data structures producing poorly structured code when scaled up. The design and creation of behaviour trees, however, requires experience and effort. This research introduces Q-learning behaviour trees (QL-BT), a method for the application of reinforcement learning to behaviour tree design. The technique facilitates AI designers' use of behaviour trees by assisting them in identifying the most appropriate moment to execute each branch of AI logic, as well as providing an implementation that can be used to debug, analyse and optimize early behaviour tree prototypes. Initial experiments demonstrate that behaviour trees produced by the QL-BT algorithm effectively integrate RL, automate tree design, and are human-readable.
人工智能已经成为电脑游戏技术中越来越重要的一个方面,因为设计师试图通过创造具有行为现实主义的角色来为玩家提供吸引人的体验,以配合图像和物理的进步。最近,行为树成为了游戏AI技术的前沿,提供了一种比以前的技术(如分层状态机)更直观的方法,这通常需要复杂的数据结构,在扩展时产生结构不良的代码。然而,行为树的设计和创造需要经验和努力。本研究介绍了q -学习行为树(QL-BT),一种将强化学习应用于行为树设计的方法。该技术有助于AI设计师使用行为树,帮助他们确定执行AI逻辑每个分支的最合适时机,并提供可用于调试、分析和优化早期行为树原型的实现。初步实验表明,由QL-BT算法生成的行为树有效地集成了强化学习、自动树设计,并且是人类可读的。
{"title":"QL-BT: Enhancing behaviour tree design and implementation with Q-learning","authors":"Rahul Dey, Christopher Child","doi":"10.1109/CIG.2013.6633623","DOIUrl":"https://doi.org/10.1109/CIG.2013.6633623","url":null,"abstract":"Artificial intelligence has become an increasingly important aspect of computer game technology, as designers attempt to deliver engaging experiences for players by creating characters with behavioural realism to match advances in graphics and physics. Recently, behaviour trees have come to the forefront of games AI technology, providing a more intuitive approach than previous techniques such as hierarchical state machines, which often required complex data structures producing poorly structured code when scaled up. The design and creation of behaviour trees, however, requires experience and effort. This research introduces Q-learning behaviour trees (QL-BT), a method for the application of reinforcement learning to behaviour tree design. The technique facilitates AI designers' use of behaviour trees by assisting them in identifying the most appropriate moment to execute each branch of AI logic, as well as providing an implementation that can be used to debug, analyse and optimize early behaviour tree prototypes. Initial experiments demonstrate that behaviour trees produced by the QL-BT algorithm effectively integrate RL, automate tree design, and are human-readable.","PeriodicalId":158902,"journal":{"name":"2013 IEEE Conference on Computational Inteligence in Games (CIG)","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114343634","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 46
Using CIGAR for finding effective group behaviors in RTS game 利用雪茄发现RTS游戏中有效的群体行为
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633652
Siming Liu, S. Louis, M. Nicolescu
We investigate using case-injected genetic algorithms to quickly generate high quality unit micro-management in real-time strategy game skirmishes. Good group positioning and movement, which are part of unit micro-management, can help win skirmishes against equal numbers and types of opponent units or win even when outnumbered. In this paper, we use influence maps to generate group positioning and potential fields to guide unit movement and compare the performance of case-injected genetic algorithms, genetic algorithms, and two types of hill-climbing search in finding good unit behaviors for defeating the default Starcraft Brood Wars AI. Early results showed that our hill-climbers were quick but unreliable while the genetic algorithm was slow but reliably found quality solutions a hundred percent of the time. Case-injected genetic algorithms, on the other hand were designed to learn from experience to increase problem solving performance on similar problems. Preliminary results with case-injected genetic algorithms indicate that they find high quality results as reliable as genetic algorithms but up to twice as quickly on related maps.
研究了用案例注入遗传算法快速生成高质量的实时策略博弈小冲突单元微管理。优秀的团队定位和移动是单位微观管理的一部分,能够帮助玩家在对抗相同数量和类型的对手单位时获胜,或者在寡不敌众的情况下获胜。在本文中,我们使用影响地图来生成群体定位和引导单位移动的势场,并比较案例注入遗传算法、遗传算法和两种爬坡搜索在寻找打败默认《星际争霸:母巢之战》AI的良好单位行为方面的表现。早期的结果表明,我们的爬山者快速但不可靠,而遗传算法缓慢但可靠地在100%的时间内找到高质量的解决方案。另一方面,注入实例的遗传算法旨在从经验中学习,以提高在类似问题上的问题解决性能。案例注入遗传算法的初步结果表明,他们发现高质量的结果与遗传算法一样可靠,但在相关地图上的速度是遗传算法的两倍。
{"title":"Using CIGAR for finding effective group behaviors in RTS game","authors":"Siming Liu, S. Louis, M. Nicolescu","doi":"10.1109/CIG.2013.6633652","DOIUrl":"https://doi.org/10.1109/CIG.2013.6633652","url":null,"abstract":"We investigate using case-injected genetic algorithms to quickly generate high quality unit micro-management in real-time strategy game skirmishes. Good group positioning and movement, which are part of unit micro-management, can help win skirmishes against equal numbers and types of opponent units or win even when outnumbered. In this paper, we use influence maps to generate group positioning and potential fields to guide unit movement and compare the performance of case-injected genetic algorithms, genetic algorithms, and two types of hill-climbing search in finding good unit behaviors for defeating the default Starcraft Brood Wars AI. Early results showed that our hill-climbers were quick but unreliable while the genetic algorithm was slow but reliably found quality solutions a hundred percent of the time. Case-injected genetic algorithms, on the other hand were designed to learn from experience to increase problem solving performance on similar problems. Preliminary results with case-injected genetic algorithms indicate that they find high quality results as reliable as genetic algorithms but up to twice as quickly on related maps.","PeriodicalId":158902,"journal":{"name":"2013 IEEE Conference on Computational Inteligence in Games (CIG)","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128057288","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 19
Recursive Monte Carlo search for imperfect information games 不完全信息博弈的递归蒙特卡罗搜索
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633646
T. Furtak, M. Buro
Perfect information Monte Carlo (PIMC) search is the method of choice for constructing strong Al systems for trick-taking card games. PIMC search evaluates moves in imperfect information games by repeatedly sampling worlds based on state inference and estimating move values by solving the corresponding perfect information scenarios. PIMC search performs well in trick-taking card games despite the fact that it suffers from the strategy fusion problem, whereby the game's information set structure is ignored because moves are evaluated opportunistically in each world. In this paper we describe imperfect information Monte Carlo (IIMC) search, which aims at mitigating this problem by basing move evaluation on more realistic playout sequences rather than perfect information move values. We show that RecPIMC - a recursive IIMC search variant based on perfect information evaluation - performs considerably better than PIMC search in a large class of synthetic imperfect information games and the popular card game of Skat, for which PIMC search is the state-of-the-art cardplay algorithm.
完美信息蒙特卡罗(PIMC)搜索是构建强人工智能纸牌游戏系统的首选方法。在不完全信息博弈中,PIMC搜索通过基于状态推理的重复采样世界来评估走法,并通过求解相应的完美信息场景来估计走法值。PIMC搜索在纸牌游戏中表现良好,尽管它存在策略融合问题,即游戏的信息集结构被忽略,因为每个世界中的移动都是机会性的。在本文中,我们描述了不完全信息蒙特卡罗(IIMC)搜索,它旨在通过基于更真实的播放序列而不是完美信息移动值的移动评估来缓解这一问题。我们展示了RecPIMC——一种基于完美信息评估的递归IIMC搜索变体——在一类合成不完全信息游戏和流行的纸牌游戏Skat中表现得比PIMC搜索好得多,其中PIMC搜索是最先进的纸牌游戏算法。
{"title":"Recursive Monte Carlo search for imperfect information games","authors":"T. Furtak, M. Buro","doi":"10.1109/CIG.2013.6633646","DOIUrl":"https://doi.org/10.1109/CIG.2013.6633646","url":null,"abstract":"Perfect information Monte Carlo (PIMC) search is the method of choice for constructing strong Al systems for trick-taking card games. PIMC search evaluates moves in imperfect information games by repeatedly sampling worlds based on state inference and estimating move values by solving the corresponding perfect information scenarios. PIMC search performs well in trick-taking card games despite the fact that it suffers from the strategy fusion problem, whereby the game's information set structure is ignored because moves are evaluated opportunistically in each world. In this paper we describe imperfect information Monte Carlo (IIMC) search, which aims at mitigating this problem by basing move evaluation on more realistic playout sequences rather than perfect information move values. We show that RecPIMC - a recursive IIMC search variant based on perfect information evaluation - performs considerably better than PIMC search in a large class of synthetic imperfect information games and the popular card game of Skat, for which PIMC search is the state-of-the-art cardplay algorithm.","PeriodicalId":158902,"journal":{"name":"2013 IEEE Conference on Computational Inteligence in Games (CIG)","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125980690","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 37
An approach to level design using procedural content generation and difficulty curves 使用程序内容生成和难度曲线的关卡设计方法
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633640
H. A. Furlong, Ana Luisa Solís González Cosío
Level design is an art which consists of creating the combination of challenge, competition, and interaction that players call fun and involves a careful and deliberate development of the game space. When working with procedural content generation, it is necessary to review how the game designer sets the change in difficulty throughout the different levels. In this paper we present a procedural level generator that can be used for different games and is based on a genetic algorithm. We define a fitness function that does not depend on the game or content type. This function calculates the difference between the difficulty curve defined by the designer and the difficulty curve calculated for the candidate content, so the best content is the one whose difficulty curve best fits the desired curve. To design our generator, we rely on the concept of flow, theories of fun and game design.
关卡设计是一门艺术,它将挑战、竞争和互动(玩家称之为乐趣)结合在一起,包括对游戏空间的精心开发。在处理程序内容生成时,有必要回顾游戏设计师如何在不同关卡中设置难度变化。在本文中,我们提出了一个程序关卡生成器,它可以用于不同的游戏,并基于遗传算法。我们定义了一个不依赖于游戏或内容类型的适应度函数。这个函数计算设计师定义的难度曲线和候选内容的难度曲线之间的差值,所以最好的内容就是难度曲线最符合期望曲线的内容。为了设计我们的生成器,我们依赖于流概念、乐趣理论和游戏设计。
{"title":"An approach to level design using procedural content generation and difficulty curves","authors":"H. A. Furlong, Ana Luisa Solís González Cosío","doi":"10.1109/CIG.2013.6633640","DOIUrl":"https://doi.org/10.1109/CIG.2013.6633640","url":null,"abstract":"Level design is an art which consists of creating the combination of challenge, competition, and interaction that players call fun and involves a careful and deliberate development of the game space. When working with procedural content generation, it is necessary to review how the game designer sets the change in difficulty throughout the different levels. In this paper we present a procedural level generator that can be used for different games and is based on a genetic algorithm. We define a fitness function that does not depend on the game or content type. This function calculates the difference between the difficulty curve defined by the designer and the difficulty curve calculated for the candidate content, so the best content is the one whose difficulty curve best fits the desired curve. To design our generator, we rely on the concept of flow, theories of fun and game design.","PeriodicalId":158902,"journal":{"name":"2013 IEEE Conference on Computational Inteligence in Games (CIG)","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125518690","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 24
Multi-objective assessment of pre-optimized build orders exemplified for StarCraft 2 以《星际争霸2》为例,预先优化建造顺序的多目标评估
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633626
Matthias Kuchem, Mike Preuss, Günter Rudolph
Modern realtime strategy (RTS) games as Star-Craft 2 educe so-called metagames in which the players compete for the best strategies. The metagames of complex RTS games thrive in the absence of apparent dominant strategies, and developers will intervene to adjust the game when such strategies arise in public. However, there are still strategies considered as strong and ones thought of as weak. For the Zerg faction in StarCraft 2, we show how strong strategies can be identified by taking combat strength and economic power into account. The multi-objective perspective enables us to clearly rule out the unfavourable ones of the single optimal build orders and thus selects interesting openings to be tested by real players. By this means, we are e.g. able to explain the success of the recently proposed 7-roach opening. While we demonstrate our approach for StarCraft 2 only, it is of course applicable to other RTS games, given build-order optimization tools exist.
现代即时战略(RTS)游戏如《星际争霸2》便创造了所谓的元游戏,即玩家将在其中竞争最佳策略。复杂RTS游戏的元游戏是在缺乏显性主导策略的情况下发展起来的,当这种策略出现在公众面前时,开发者会介入并调整游戏。然而,仍然有一些策略被认为是强大的,也有一些被认为是弱的。对于《星际争霸2》中的虫族阵营,我们展示了如何通过考虑战斗力和经济实力来确定强大的战略。多目标视角使我们能够清楚地排除单一最优建造顺序的不利因素,从而选择有趣的开口供真正的玩家测试。通过这种方式,我们能够解释最近提议的7只蟑螂的成功开放。虽然我们只在《星际争霸2》中展示了我们的方法,但它当然适用于其他RTS游戏,因为存在构建顺序优化工具。
{"title":"Multi-objective assessment of pre-optimized build orders exemplified for StarCraft 2","authors":"Matthias Kuchem, Mike Preuss, Günter Rudolph","doi":"10.1109/CIG.2013.6633626","DOIUrl":"https://doi.org/10.1109/CIG.2013.6633626","url":null,"abstract":"Modern realtime strategy (RTS) games as Star-Craft 2 educe so-called metagames in which the players compete for the best strategies. The metagames of complex RTS games thrive in the absence of apparent dominant strategies, and developers will intervene to adjust the game when such strategies arise in public. However, there are still strategies considered as strong and ones thought of as weak. For the Zerg faction in StarCraft 2, we show how strong strategies can be identified by taking combat strength and economic power into account. The multi-objective perspective enables us to clearly rule out the unfavourable ones of the single optimal build orders and thus selects interesting openings to be tested by real players. By this means, we are e.g. able to explain the success of the recently proposed 7-roach opening. While we demonstrate our approach for StarCraft 2 only, it is of course applicable to other RTS games, given build-order optimization tools exist.","PeriodicalId":158902,"journal":{"name":"2013 IEEE Conference on Computational Inteligence in Games (CIG)","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128162460","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 13
Monte-Carlo Tree Search and minimax hybrids 蒙特卡罗树搜索和极大极小混合
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633630
Hendrik Baier, M. Winands
Monte-Carlo Tree Search is a sampling-based search algorithm that has been successfully applied to a variety of games. Monte-Carlo rollouts allow it to take distant consequences of moves into account, giving it a strategic advantage in many domains over traditional depth-limited minimax search with alpha-beta pruning. However, MCTS builds a highly selective tree and can therefore miss crucial moves and fall into traps in tactical situations. Full-width minimax search does not suffer from this weakness. This paper proposes MCTS-minimax hybrids that employ shallow minimax searches within the MCTS framework. The three proposed approaches use minimax in the selection/expansion phase, the rollout phase, and the backpropagation phase of MCTS. Without requiring domain knowledge in the form of evaluation functions, these hybrid algorithms are a first step at combining the strategic strength of MCTS and the tactical strength of minimax. We investigate their effectiveness in the test domains of Connect-4 and Breakthrough.
蒙特卡洛树搜索是一种基于采样的搜索算法,已成功应用于各种游戏。蒙特卡罗的推出允许它考虑到移动的遥远后果,使它在许多领域比传统的深度限制的极大极小搜索具有战略性优势。然而,MCTS建立了一个高度选择性的树,因此可能会错过关键的动作,并在战术情况下陷入陷阱。全宽度极大极小搜索没有这个缺点。本文提出了在MCTS框架内采用浅极大极小搜索的MCTS-minimax混合算法。提出的三种方法在MCTS的选择/扩展阶段、推出阶段和反向传播阶段使用极小最大值。不需要评估函数形式的领域知识,这些混合算法是将MCTS的战略强度和极大极小的战术强度结合起来的第一步。我们研究了它们在Connect-4和Breakthrough测试领域的有效性。
{"title":"Monte-Carlo Tree Search and minimax hybrids","authors":"Hendrik Baier, M. Winands","doi":"10.1109/CIG.2013.6633630","DOIUrl":"https://doi.org/10.1109/CIG.2013.6633630","url":null,"abstract":"Monte-Carlo Tree Search is a sampling-based search algorithm that has been successfully applied to a variety of games. Monte-Carlo rollouts allow it to take distant consequences of moves into account, giving it a strategic advantage in many domains over traditional depth-limited minimax search with alpha-beta pruning. However, MCTS builds a highly selective tree and can therefore miss crucial moves and fall into traps in tactical situations. Full-width minimax search does not suffer from this weakness. This paper proposes MCTS-minimax hybrids that employ shallow minimax searches within the MCTS framework. The three proposed approaches use minimax in the selection/expansion phase, the rollout phase, and the backpropagation phase of MCTS. Without requiring domain knowledge in the form of evaluation functions, these hybrid algorithms are a first step at combining the strategic strength of MCTS and the tactical strength of minimax. We investigate their effectiveness in the test domains of Connect-4 and Breakthrough.","PeriodicalId":158902,"journal":{"name":"2013 IEEE Conference on Computational Inteligence in Games (CIG)","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122550607","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 29
Adjutant bot: An evaluation of unit micromanagement tactics 副官:对单位微观管理策略的评估
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633664
N.St.J.F. Bowen, Jonathan Todd, G. Sukthankar
Constructing an effective real-time strategy bot requires multiple interlocking elements including a well-designed architecture, efficient build order, and good strategic and tactical decision-making. However even when the bot's high-level strategy and resource allocation is sound, poor battlefield tactics can result in unnecessary losses. This paper focuses on the problem of avoiding troop loss by identifying good tactical groupings. Banding separated units together using UCT (Upper Confidence bounds applied to Trees) along with a learned reward model outperforms grouping heuristics at winning battles while preserving resources. This paper describes our findings in the context of the Adjutant bot design which won the best Newcomer honor at CIG 2012 and is the basis for our 2013 entry.
构建一个有效的实时战略bot需要多个环环相扣的元素,包括精心设计的架构、高效的构建顺序以及良好的战略和战术决策。然而,即使bot的高级战略和资源分配是合理的,糟糕的战场战术也会导致不必要的损失。本文主要研究通过确定好的战术分组来避免部队损失的问题。使用UCT(应用于树的上限置信界限)和学习奖励模型将分离的单位结合在一起,在赢得战斗的同时保留资源方面优于分组启发式。本文描述了我们在副官机器人设计背景下的发现,该机器人在2012年CIG上获得了最佳新人奖,也是我们2013年参赛的基础。
{"title":"Adjutant bot: An evaluation of unit micromanagement tactics","authors":"N.St.J.F. Bowen, Jonathan Todd, G. Sukthankar","doi":"10.1109/CIG.2013.6633664","DOIUrl":"https://doi.org/10.1109/CIG.2013.6633664","url":null,"abstract":"Constructing an effective real-time strategy bot requires multiple interlocking elements including a well-designed architecture, efficient build order, and good strategic and tactical decision-making. However even when the bot's high-level strategy and resource allocation is sound, poor battlefield tactics can result in unnecessary losses. This paper focuses on the problem of avoiding troop loss by identifying good tactical groupings. Banding separated units together using UCT (Upper Confidence bounds applied to Trees) along with a learned reward model outperforms grouping heuristics at winning battles while preserving resources. This paper describes our findings in the context of the Adjutant bot design which won the best Newcomer honor at CIG 2012 and is the basis for our 2013 entry.","PeriodicalId":158902,"journal":{"name":"2013 IEEE Conference on Computational Inteligence in Games (CIG)","volume":"192 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116145602","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Opponent modeling with incremental active learning: A case study of Iterative Prisoner's Dilemma 基于渐进式主动学习的对手建模:迭代囚徒困境的案例研究
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633665
Hyun-Soo Park, Kyung-Joong Kim
What's the most important sources of information to guess the internal strategy of your opponents? The best way is to play games against them and infer their strategy from the experience. For novice players, they should play lot of games to identify other's strategy successfully. However, experienced players usually play small number of games to model other's strategy. The secret is that they intelligently design their plays to maximize the chance of discovering the most uncertain parts. Similarly, in this paper, we propose to use an incremental active learning for modeling opponents. It refines the other's models incrementally by cycling “estimation (inference)“ and “exploration (playing games)” steps. Experimental results with Iterative Prisoner's Dilemma games show that the proposed method can reveal other's strategy successfully.
猜测对手的内部策略最重要的信息来源是什么?最好的方法是与他们对抗,并从经验中推断出他们的策略。对于新手玩家来说,他们应该玩很多游戏来成功地识别其他人的策略。然而,经验丰富的玩家通常只玩少量游戏来模仿他人的策略。秘密在于,他们聪明地设计剧本,以最大限度地增加发现最不确定部分的机会。同样,在本文中,我们建议使用增量主动学习来建模对手。它通过循环“估计(推断)”和“探索(玩游戏)”步骤,逐步完善其他模型。迭代囚徒困境博弈的实验结果表明,该方法能够成功地揭示对方的策略。
{"title":"Opponent modeling with incremental active learning: A case study of Iterative Prisoner's Dilemma","authors":"Hyun-Soo Park, Kyung-Joong Kim","doi":"10.1109/CIG.2013.6633665","DOIUrl":"https://doi.org/10.1109/CIG.2013.6633665","url":null,"abstract":"What's the most important sources of information to guess the internal strategy of your opponents? The best way is to play games against them and infer their strategy from the experience. For novice players, they should play lot of games to identify other's strategy successfully. However, experienced players usually play small number of games to model other's strategy. The secret is that they intelligently design their plays to maximize the chance of discovering the most uncertain parts. Similarly, in this paper, we propose to use an incremental active learning for modeling opponents. It refines the other's models incrementally by cycling “estimation (inference)“ and “exploration (playing games)” steps. Experimental results with Iterative Prisoner's Dilemma games show that the proposed method can reveal other's strategy successfully.","PeriodicalId":158902,"journal":{"name":"2013 IEEE Conference on Computational Inteligence in Games (CIG)","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125046844","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Enhancing touch-driven navigation using informed search in Ms. Pac-Man 在《吃豆人小姐》中使用知情搜索增强触控导航功能
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633661
Samuel Maycock, Tommy Thompson
This short paper highlights an investigation into the application of A* search to facilitate forms of input for games on touchscreen mobile devices. We focus this work specifically on navigation games such as Ms Pac-Man. This project proposes two alternative methods for touch-control that utilise A* pathfinding for navigation purposes - a touch to destination and a `sweep' input. We then assess whether these methods lead to improved performance and user experience through human participation.
本文重点研究了A*搜索的应用,以促进触屏移动设备上的游戏输入形式。我们的工作重点是导航游戏,如《Ms Pac-Man》。这个项目提出了两种可选的触摸控制方法,利用A*寻径导航目的——触摸到目的地和“扫描”输入。然后,我们评估这些方法是否通过人类参与改善了性能和用户体验。
{"title":"Enhancing touch-driven navigation using informed search in Ms. Pac-Man","authors":"Samuel Maycock, Tommy Thompson","doi":"10.1109/CIG.2013.6633661","DOIUrl":"https://doi.org/10.1109/CIG.2013.6633661","url":null,"abstract":"This short paper highlights an investigation into the application of A* search to facilitate forms of input for games on touchscreen mobile devices. We focus this work specifically on navigation games such as Ms Pac-Man. This project proposes two alternative methods for touch-control that utilise A* pathfinding for navigation purposes - a touch to destination and a `sweep' input. We then assess whether these methods lead to improved performance and user experience through human participation.","PeriodicalId":158902,"journal":{"name":"2013 IEEE Conference on Computational Inteligence in Games (CIG)","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131512980","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Psychometric modeling of decision making via game play 通过游戏进行决策的心理测量模型
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633653
Kenneth W. Regan, Tamal Biswas
We build a model for the kind of decision making involved in games of strategy such as chess, making it abstract enough to remove essentially all game-specific contingency, and compare it to known psychometric models of test taking, item response, and performance assessment. Decisions are modeled in terms of fallible agents Z faced with possible actions ai whose utilities Ui=U (ai) are not fully apparent. The three main goals of the model are prediction, meaning to infer probabilities Pi for Z to choose ai; intrinsic rating, meaning to assess the skill of a person's actual choices ait over various test items t; and simulation of the distribution of choices by an agent with a specified skill set. We describe and train the model on large data from chess tournament games of different ranks of players, and exemplify its accuracy by applying it to give intrinsic ratings for world championship matches.
我们为策略游戏(如国际象棋)中的决策建立了一个模型,使其足够抽象,从而消除所有游戏特定的偶然性,并将其与已知的测试、项目反应和绩效评估的心理测量模型进行比较。决策是根据易犯错误的代理Z来建模的,这些代理Z面对可能的行动ai,其效用Ui=U (ai)并不完全明显。该模型的三个主要目标是预测,即推断Z选择ai的概率Pi;内在评分,意思是评估一个人在各种测试项目中实际选择的技能;以及对具有特定技能的代理的选择分布的模拟。我们在来自不同级别棋手的国际象棋锦标赛比赛的大数据上描述和训练了该模型,并通过将其应用于世界锦标赛的内在评级来举例说明其准确性。
{"title":"Psychometric modeling of decision making via game play","authors":"Kenneth W. Regan, Tamal Biswas","doi":"10.1109/CIG.2013.6633653","DOIUrl":"https://doi.org/10.1109/CIG.2013.6633653","url":null,"abstract":"We build a model for the kind of decision making involved in games of strategy such as chess, making it abstract enough to remove essentially all game-specific contingency, and compare it to known psychometric models of test taking, item response, and performance assessment. Decisions are modeled in terms of fallible agents Z faced with possible actions ai whose utilities Ui=U (ai) are not fully apparent. The three main goals of the model are prediction, meaning to infer probabilities Pi for Z to choose ai; intrinsic rating, meaning to assess the skill of a person's actual choices ait over various test items t; and simulation of the distribution of choices by an agent with a specified skill set. We describe and train the model on large data from chess tournament games of different ranks of players, and exemplify its accuracy by applying it to give intrinsic ratings for world championship matches.","PeriodicalId":158902,"journal":{"name":"2013 IEEE Conference on Computational Inteligence in Games (CIG)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134014887","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 7
期刊
2013 IEEE Conference on Computational Inteligence in Games (CIG)
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1